From c5d3449abc22487ad18c497ed796122180efcbe2 Mon Sep 17 00:00:00 2001 From: Quinn Date: Thu, 5 Jun 2025 17:00:56 +0200 Subject: [PATCH] rename shader files --- res/{default.frag.glsl => sh.frag.glsl} | 0 res/{default.vert.glsl => sh.vert.glsl} | 3 ++- src/io/shader.c | 12 ++++++------ 3 files changed, 8 insertions(+), 7 deletions(-) rename res/{default.frag.glsl => sh.frag.glsl} (100%) rename res/{default.vert.glsl => sh.vert.glsl} (70%) diff --git a/res/default.frag.glsl b/res/sh.frag.glsl similarity index 100% rename from res/default.frag.glsl rename to res/sh.frag.glsl diff --git a/res/default.vert.glsl b/res/sh.vert.glsl similarity index 70% rename from res/default.vert.glsl rename to res/sh.vert.glsl index 2cabf28..ad355fa 100644 --- a/res/default.vert.glsl +++ b/res/sh.vert.glsl @@ -1,5 +1,6 @@ #version 330 core -layout(location = 0) in vec2 pos; + +layout(location = 0) in vec4 pos; void main() { gl_Position = vec4(pos.x, pos.y, 0.0F, 1.0F); diff --git a/src/io/shader.c b/src/io/shader.c index 2935116..b258e4f 100644 --- a/src/io/shader.c +++ b/src/io/shader.c @@ -10,10 +10,10 @@ // NOTE: we are currently just sucking up the memory costs for ease. We can either include the source files themselves. Or use compression, where I'd prefer the latter for ease of installation. // NOLINTBEGIN (bugprone-reserved-identifier) -extern char const NAM_S(default_vert_glsl)[]; -extern char const NAM_E(default_vert_glsl)[]; -extern char const NAM_S(default_frag_glsl)[]; -extern char const NAM_E(default_frag_glsl)[]; +extern char const NAM_S(sh_vert_glsl)[]; +extern char const NAM_E(sh_vert_glsl)[]; +extern char const NAM_S(sh_frag_glsl)[]; +extern char const NAM_E(sh_frag_glsl)[]; // NOLINTEND /* compile a shader */ @@ -27,8 +27,8 @@ static GLuint shader_compile(GLenum type, char const* src, size_t len) { #define COMPILE_NAME(_type, _name) shader_compile(_type, NAM_S(_name), NAM_E(_name) - NAM_S(_name)) int shader_init(GLuint pipe) { - GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, default_vert_glsl); - GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, default_frag_glsl); + GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, sh_vert_glsl); + GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, sh_frag_glsl); glAttachShader(pipe, vs); glAttachShader(pipe, fs);